Sanity rules in D&D - your views?

jester47 said:
Sanity Resistance: the characters had a sanity resistance = to their wisdom bonus.

...

After the playtest, we talked about it. Feedback (all round, including the DM)was that it made the game far more interesting and gave it a great mechanic for fear/insanity/PTSD. However, the fact that a wizard without high wisdom was screwed messed with us all.
As a side-issue (i.e., not a direct response to your playtesting, which sounds like things are shaping well for you), I've considered the possibility of unifying the Mental stats for this. My thoughts on it are thus:

Wisdom (the "norm" for Insanity Systems): Your ability to resist the maddening effects.

Intelligence: Your ability to rationalize and deal with your own issues.

Charisma (works best if insanity is viewed as an outside corruption rather than internal damage): Your ability to strike back (albiet on a subconcious level).

Not sure if I would use this as a "buffer" or a save-like mechanic, though. If a buffer, than the damage caused by things would likely need to be increased by 1 or 2 or become less common (either is good depending on desired results).

Then again, this line of thinking might be the beginning of another Sanity system.
 

log in or register to remove this ad

Joshua Dyal said:
Basically, I'm not using Sanity to force checks on the PCs very often at all. I'm using it more for the CoC magic system than for the Sanity itself. I like the idea of their being a cost for using magic, and Sanity is that cost.

Yep.

This is the main reason I want to use sanity rules as well.

The "slippery slope" complained about earlier is far more equitable when it's more or less completely in the hands of the players. You want your character to use magic? Fine, but there's a cost.

Note also that I enjoy criminally insane villains.

jester47 said:
Among the rules tested is the UA sanity system with a few tweaks for fantasy. Mainly these were:

Well done d00d! I dig your house rules.

cut -> paste...
 


jessemock said:
Take a look at the Unknown Armies system.

[much snippage]

In short, I vote for the other UA!

Seconded, indeed I didn't realise that the UA being discussed in this thread wasn't Unknown Armies on my first pass through. There are some groovy subtleties to UArm's sanity mechanic that I won't go into here but make it worth checking out (plus the game is great with oodles of atmospheric fiction and background that's very thought provoking).

A minor nitpick - someone accruing 10 'hardened' checks in a meter is on the way to being a sociopath rather than a psychopath. Which is an important distinction for those who care.

Further the big short-term benefit of being 'hardened' is that you don't have to make checks on any stressors that are rated at below the number of hardened notches you have - which addresses Bauglir's 'slippery slope' concern and generally means that borderline sociopaths are utterly unfazed by situations that have many 'normally adjusted' individuals wigged out and gibbering in the corner (BTW normally adjusted means those with ~8-12 hardened notches distributed across the five meters - people with no hardened notches at all tend to be unplayably sensitive to the woes of the world and either acquire some psychic scar tissue or end up in the booby-hatch).

UA's sanity meters produce results that are closer to how real people behave when confronted by psychological stressors than CoC's fairly primitive SAN mechanic; this is good for 'realism' purposes but might not be what you want when playing D&D. Fr'instance if you take the vanilla UA set-up and scales (with the obvious proviso that your definition of 'unnatural' is going to differ for a fantasy world when compared to ours) then typical PCs are likely to have a whole bunch of hardened notches on their 'violence' and 'unnatural' meters (the unnatural is *way* more common in D&D-land even after you adjust for 'mundane weird' stuff like kobolds, hobbits and ogres) pretty much from the get-go and a fair few will be maxed out after a few game-months of killing things and taking their stuff.

The other problem is deciding on what handicap accrues to characters who pick up the complete set of maximum hardened across all five meters and become honest-to-goodness sociopaths. In UArm such characters cannot ascend to the Celestial Chorus (which is a major event in the UArm universe - akin to becoming a demigod or an angelic being but somewhat rare as you might imagine) and ummm... I think there are other more immediate downsides for people who aren't planning on becoming a God this week but I don't recall what they are. Something to do with lacking passion and affect, but vanilla D&D mechanics don't reflect those things very well (or at all).

Given that 'hardening' represents the character cutting themselves off from the world in order to protect their threatened sense of self I'd incline towards something that hits a character in their mental stats. Maybe each meter you are fully hardened against acts as a transient negative on your highest mental stat - so having a completely impenetrable shell impacts on your mental/social effectiveness and buggers up higher level spellcasting for magic using characters. This would certainly act as a powerful spur for Cleric/Paladin/Bard types to shy away from becoming stone-killers, but doesn't model the classic wizard-meddling-with-things-man-wasn't-meant-to-know so well and penalises the physically-oriented classes much less severely. Hmmmm.... dunno - more thought needed.

Whatever it is the penalty should be pretty significant in the longer term (closing off strategic options or similar) but relatively painless, or even quite useful, in the short term. Sociopathy is all about cauterised emotional intelligence, so it should press buttons that feed into instant gratification, lousy long term planning and less than stellar interpersonal skills IMO.

Regards
Luke
 

Bendris Noulg said:
Question: Count against or in addition to their Rages per day?

Good question Bendris. It counts against the rages per day, though after reading your question I was tempted to make it not count against. I kept it the same for balance purposes. If Barbs could just rage when ever they lost sanity, they would NEVER loose sanity.

Aaron.
 

The thing about Sanity that I love is that players start to panic as their character's Sanity starts dropping. It gives them a fun indicator of how their character is doing, and in my experience the role-playing actually expands as a result. Players start having fun with being "borderline mental" and wrapping tin foil around their heads to keep out radiation or start sharpening their weapons compulsively -- funny details that they might not have thought to add otherwise.

Of course it's not suitable to all games, but I'm running a Skull & Bones adventure this weekend with Sanity rules (mushing it all together under d20 Modern) and I expect it will be huge laffs.
 


Remove ads

Top